Files
Bubberstation/code/game/objects/structures/bonfire.dm
san7890 ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00

198 lines
6.4 KiB
Plaintext

///how many fire stacks are applied when you step into a bonfire
#define BONFIRE_FIRE_STACK_STRENGTH 5
/**
* ## BONFIRES
*
* Structure that makes a big old fire. You can add rods to construct a grill for grilling meat, or a stake for buckling people to the fire,
* salem style. Keeping the fire on requires oxygen. You can dismantle the bonfire back into logs when it is unignited.
*/
/obj/structure/bonfire
name = "bonfire"
desc = "For grilling, broiling, charring, smoking, heating, roasting, toasting, simmering, searing, melting, and occasionally burning things."
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "bonfire"
light_color = LIGHT_COLOR_FIRE
density = FALSE
anchored = TRUE
buckle_lying = 0
pass_flags_self = PASSTABLE | LETPASSTHROW
///is the bonfire lit?
var/burning = FALSE
///icon for the bonfire while on. for a softer more burning embers icon, use "bonfire_warm"
var/burn_icon = "bonfire_on_fire"
///if the bonfire has a grill attached
var/grill = FALSE
/obj/structure/bonfire/dense
density = TRUE
/obj/structure/bonfire/prelit/Initialize(mapload)
. = ..()
start_burning()
/obj/structure/bonfire/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/bonfire/attackby(obj/item/used_item, mob/living/user, params)
if(istype(used_item, /obj/item/stack/rods) && !can_buckle && !grill)
var/obj/item/stack/rods/rods = used_item
var/choice = tgui_alert(user, "What would you like to construct?", "Bonfire", list("Stake","Grill"))
if(isnull(choice))
return
rods.use(1)
switch(choice)
if("Stake")
can_buckle = TRUE
buckle_requires_restraints = TRUE
to_chat(user, span_notice("You add a rod to \the [src]."))
var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/hydroponics/equipment.dmi', "bonfire_rod")
rod_underlay.pixel_y = 16
underlays += rod_underlay
if("Grill")
grill = TRUE
to_chat(user, span_notice("You add a grill to \the [src]."))
add_overlay("bonfire_grill")
else
return ..()
if(used_item.get_temperature())
start_burning()
if(grill)
if(istype(used_item, /obj/item/melee/roastingstick))
return FALSE
if(!user.combat_mode && !(used_item.item_flags & ABSTRACT))
if(user.temporarilyRemoveItemFromInventory(used_item))
used_item.forceMove(get_turf(src))
var/list/modifiers = params2list(params)
//Center the icon where the user clicked.
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
used_item.pixel_x = used_item.base_pixel_x + clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
used_item.pixel_y = used_item.base_pixel_y + clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
else
return ..()
/obj/structure/bonfire/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(burning)
to_chat(user, span_warning("You need to extinguish [src] before removing the logs!"))
return
if(!has_buckled_mobs() && do_after(user, 50, target = src))
for(var/obj/item/grown/log/bonfire_log in contents)
bonfire_log.forceMove(drop_location())
bonfire_log.pixel_x += rand(1,4)
bonfire_log.pixel_y += rand(1,4)
if(can_buckle || grill)
new /obj/item/stack/rods(loc, 1)
qdel(src)
return
/obj/structure/bonfire/proc/check_oxygen()
if(isopenturf(loc))
var/turf/open/bonfire_turf = loc
if(bonfire_turf.air)
var/loc_gases = bonfire_turf.air.gases
if(loc_gases[/datum/gas/oxygen] && loc_gases[/datum/gas/oxygen][MOLES] >= 5)
return TRUE
return FALSE
/obj/structure/bonfire/proc/start_burning()
if(burning || !check_oxygen())
return
icon_state = burn_icon
burning = TRUE
set_light(6)
bonfire_burn()
particles = new /particles/bonfire()
START_PROCESSING(SSobj, src)
/obj/structure/bonfire/fire_act(exposed_temperature, exposed_volume)
start_burning()
/obj/structure/bonfire/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(burning)
if(!grill)
bonfire_burn()
return
//Not currently burning, let's see if we can ignite it.
if(isliving(entered))
var/mob/living/burning_body = entered
if(burning_body.on_fire)
start_burning()
visible_message(span_notice("[entered] runs over [src], starting its fire!"))
else if(entered.resistance_flags & ON_FIRE)
start_burning()
visible_message(span_notice("[entered]'s fire spreads to [src], setting it ablaze!"))
/obj/structure/bonfire/proc/bonfire_burn(delta_time = 2)
var/turf/current_location = get_turf(src)
if(!grill)
current_location.hotspot_expose(1000, 250 * delta_time, 1)
for(var/burn_target in current_location)
if(burn_target == src)
continue
else if(isliving(burn_target))
var/mob/living/burn_victim = burn_target
burn_victim.adjust_fire_stacks(BONFIRE_FIRE_STACK_STRENGTH * 0.5 * delta_time)
burn_victim.ignite_mob()
else if(isobj(burn_target))
var/obj/burned_object = burn_target
if(grill && isitem(burned_object))
var/obj/item/grilled_item = burned_object
SEND_SIGNAL(grilled_item, COMSIG_ITEM_GRILL_PROCESS, src, delta_time) //Not a big fan, maybe make this use fire_act() in the future.
continue
burned_object.fire_act(1000, 250 * delta_time)
/obj/structure/bonfire/process(delta_time)
if(!check_oxygen())
extinguish()
return
bonfire_burn(delta_time)
/obj/structure/bonfire/extinguish()
if(burning)
icon_state = "bonfire"
burning = FALSE
set_light(0)
QDEL_NULL(particles)
STOP_PROCESSING(SSobj, src)
/obj/structure/bonfire/buckle_mob(mob/living/buckled_mob, force = FALSE, check_loc = TRUE)
if(..())
buckled_mob.pixel_y += 13
/obj/structure/bonfire/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
if(..())
buckled_mob.pixel_y -= 13
/particles/bonfire
icon = 'icons/effects/particles/bonfire.dmi'
icon_state = "bonfire"
width = 100
height = 100
count = 1000
spawning = 4
lifespan = 0.7 SECONDS
fade = 1 SECONDS
grow = -0.01
velocity = list(0, 0)
position = generator(GEN_CIRCLE, 0, 16, NORMAL_RAND)
drift = generator(GEN_VECTOR, list(0, -0.2), list(0, 0.2))
gravity = list(0, 0.95)
scale = generator(GEN_VECTOR, list(0.3, 0.3), list(1,1), NORMAL_RAND)
rotation = 30
spin = generator(GEN_NUM, -20, 20)
#undef BONFIRE_FIRE_STACK_STRENGTH